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Even with spies already monitoring games, the NSA thought it needed to step up the effort.
“The Sigint Enterprise needs to begin taking action now to plan for collection, processing, presentation and analysis of these communications,” said one April 2008 NSA document, referring to “signals intelligence.” The document added, “With a few exceptions, NSA can’t even recognize the traffic,” meaning that the agency could not distinguish gaming data from other Internet traffic.
It is not clear exactly how the agencies got access to gamers’ data or communications, how many players may have been monitored or whether Americans’ communications or activities were captured.
One American company, the maker of World of Warcraft, said that neither the NSA nor its British counterpart, the Government Communications Headquarters, had gotten permission to gather intelligence in its game.
In Second Life, players create customized human avatars that can resemble themselves or take on other personas — supermodels and bodybuilders are popular — who can socialize, buy and sell virtual goods, and go places like beaches, cities, art galleries and strip clubs.
Snowden provided to The Guardian, which shared them with The New York Times and Pro Publica, spy agencies grew worried that terrorist groups might take to the virtual worlds to establish safe communications channels.He visited the agency’s headquarters at Fort Meade, Md., in May 2007 to speak to staff members over a brown bag lunch, according to an internal agency announcement.“Second Life has proven that virtual worlds of social networking are a reality: come hear Cory tell you why! It added that virtual worlds gave the government the opportunity “to understand the motivation, context and consequent behaviors of non-Americans through observation, without leaving U. soil.” Ondrejka, now the director of mobile engineering at Facebook, said through a representative that the NSA presentation was similar to others he gave in that period, and declined to comment further.The transactions conducted with the virtual money common in the games, used in World of Warcraft to buy weapons and potions to slay monsters, are also monitored by the companies to prevent illicit financial dealings.In the 2008 NSA document, titled “Exploiting Terrorist Use of Games & Virtual Environments,” the agency said that “terrorist target selectors” — which could be a computer’s Internet Protocol address or an email account — “have been found associated with Xbox Live, Second Life, World of Warcraft” and other games.